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package com.otaliastudios.cameraview; |
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import android.content.Context; |
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import android.support.test.filters.SmallTest; |
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import android.support.test.runner.AndroidJUnit4; |
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import android.view.ViewGroup; |
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import org.junit.runner.RunWith; |
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@RunWith(AndroidJUnit4.class) |
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@SmallTest |
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public class GLCameraPreviewTest extends CameraPreviewTest { |
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@Override |
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protected CameraPreview createPreview(Context context, ViewGroup parent, CameraPreview.SurfaceCallback callback) { |
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return new GLCameraPreview(context, parent, callback); |
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} |
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} |
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<?xml version="1.0" encoding="utf-8"?> |
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<FrameLayout |
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xmlns:android="http://schemas.android.com/apk/res/android" |
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android:layout_width="match_parent" |
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android:layout_height="match_parent" |
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android:layout_gravity="center" |
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android:gravity="center"> |
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<android.opengl.GLSurfaceView |
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android:id="@+id/gl_surface_view" |
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android:layout_width="match_parent" |
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android:layout_height="match_parent" /> |
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</FrameLayout> |
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package com.otaliastudios.cameraview; |
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import android.content.Context; |
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import android.graphics.SurfaceTexture; |
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import android.opengl.GLSurfaceView; |
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import android.support.annotation.NonNull; |
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import android.view.LayoutInflater; |
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import android.view.SurfaceHolder; |
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import android.view.View; |
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import android.view.ViewGroup; |
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import javax.microedition.khronos.egl.EGLConfig; |
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import javax.microedition.khronos.opengles.GL10; |
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class GLCameraPreview extends CameraPreview<GLSurfaceView, SurfaceTexture> implements GLSurfaceView.Renderer { |
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private boolean mDispatched; |
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private final float[] mTransformMatrix = new float[16]; |
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private int mTextureId = -1; |
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private SurfaceTexture mSurfaceTexture; |
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private GLViewport mViewport; |
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GLCameraPreview(Context context, ViewGroup parent, SurfaceCallback callback) { |
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super(context, parent, callback); |
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} |
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@NonNull |
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@Override |
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protected GLSurfaceView onCreateView(Context context, ViewGroup parent) { |
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View root = LayoutInflater.from(context).inflate(R.layout.cameraview_gl_view, parent, false); |
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parent.addView(root, 0); |
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GLSurfaceView glView = root.findViewById(R.id.gl_surface_view); |
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glView.setEGLContextClientVersion(2); |
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glView.setRenderer(this); |
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glView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); |
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glView.getHolder().addCallback(new SurfaceHolder.Callback() { |
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public void surfaceCreated(SurfaceHolder holder) {} |
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public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {} |
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@Override |
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public void surfaceDestroyed(SurfaceHolder holder) { |
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onSurfaceDestroyed(); |
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} |
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}); |
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return glView; |
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} |
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@Override |
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void onResume() { |
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super.onResume(); |
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getView().onResume(); |
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} |
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@Override |
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void onPause() { |
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super.onPause(); |
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getView().onPause(); |
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} |
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@Override |
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void onDestroy() { |
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super.onDestroy(); |
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if (mSurfaceTexture != null) { |
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mSurfaceTexture.release(); |
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mSurfaceTexture = null; |
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} |
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if (mViewport != null) { |
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mViewport.release(); |
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mViewport = null; |
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} |
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} |
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@Override |
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public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
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mViewport = new GLViewport(); |
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mTextureId = mViewport.createTexture(); |
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mSurfaceTexture = new SurfaceTexture(mTextureId); |
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mSurfaceTexture.setOnFrameAvailableListener(new SurfaceTexture.OnFrameAvailableListener() { |
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@Override |
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public void onFrameAvailable(SurfaceTexture surfaceTexture) { |
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// requestRender is thread-safe.
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getView().requestRender(); |
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} |
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}); |
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} |
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@Override |
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public void onSurfaceChanged(GL10 gl, int width, int height) { |
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if (!mDispatched) { |
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onSurfaceAvailable(width, height); |
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mDispatched = true; |
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} else { |
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onSurfaceSizeChanged(width, height); |
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} |
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} |
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@Override |
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public void onDrawFrame(GL10 gl) { |
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// Latch the latest frame. If there isn't anything new,
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// we'll just re-use whatever was there before.
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mSurfaceTexture.updateTexImage(); |
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if (mDesiredWidth <= 0 || mDesiredHeight <= 0) { |
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// Skip drawing. Camera was not opened.
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return; |
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} |
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// Draw the video frame.
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mSurfaceTexture.getTransformMatrix(mTransformMatrix); |
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mViewport.drawFrame(mTextureId, mTransformMatrix); |
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} |
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@Override |
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Class<SurfaceTexture> getOutputClass() { |
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return SurfaceTexture.class; |
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} |
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@Override |
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SurfaceTexture getOutput() { |
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return mSurfaceTexture; |
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} |
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@Override |
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boolean supportsCropping() { |
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return true; |
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} |
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@Override |
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protected void crop() { |
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mCropTask.start(); |
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mCropTask.end(null); |
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} |
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} |
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package com.otaliastudios.cameraview; |
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import android.opengl.GLES11Ext; |
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import android.opengl.GLES20; |
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import android.opengl.Matrix; |
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import java.nio.ByteBuffer; |
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import java.nio.ByteOrder; |
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import java.nio.FloatBuffer; |
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class GLElement { |
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private final static CameraLogger LOG = CameraLogger.create(GLElement.class.getSimpleName()); |
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// Identity matrix for general use.
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protected static final float[] IDENTITY_MATRIX = new float[16]; |
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static { |
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Matrix.setIdentityM(IDENTITY_MATRIX, 0); |
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} |
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// Check for GLES errors.
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protected static void check(String opName) { |
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int error = GLES20.glGetError(); |
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if (error != GLES20.GL_NO_ERROR) { |
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LOG.e("Error during", opName, "glError 0x", Integer.toHexString(error)); |
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throw new RuntimeException(CameraLogger.lastMessage); |
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} |
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} |
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// Check for valid location.
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protected static void checkLocation(int location, String label) { |
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if (location < 0) { |
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LOG.e("Unable to locate", label, "in program"); |
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throw new RuntimeException(CameraLogger.lastMessage); |
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} |
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} |
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// Compiles the given shader, returns a handle.
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protected static int loadShader(int shaderType, String source) { |
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int shader = GLES20.glCreateShader(shaderType); |
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check("glCreateShader type=" + shaderType); |
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GLES20.glShaderSource(shader, source); |
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GLES20.glCompileShader(shader); |
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int[] compiled = new int[1]; |
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GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); |
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if (compiled[0] == 0) { |
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LOG.e("Could not compile shader", shaderType, ":", GLES20.glGetShaderInfoLog(shader)); |
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GLES20.glDeleteShader(shader); |
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shader = 0; |
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} |
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return shader; |
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} |
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// Creates a program with given vertex shader and pixel shader.
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protected static int createProgram(String vertexSource, String fragmentSource) { |
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int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); |
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if (vertexShader == 0) return 0; |
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int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); |
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if (pixelShader == 0) return 0; |
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int program = GLES20.glCreateProgram(); |
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check("glCreateProgram"); |
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if (program == 0) { |
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LOG.e("Could not create program"); |
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} |
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GLES20.glAttachShader(program, vertexShader); |
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check("glAttachShader"); |
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GLES20.glAttachShader(program, pixelShader); |
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check("glAttachShader"); |
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GLES20.glLinkProgram(program); |
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int[] linkStatus = new int[1]; |
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GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); |
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if (linkStatus[0] != GLES20.GL_TRUE) { |
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LOG.e("Could not link program:", GLES20.glGetProgramInfoLog(program)); |
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GLES20.glDeleteProgram(program); |
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program = 0; |
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} |
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return program; |
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} |
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// Allocates a direct float buffer, and populates it with the float array data.
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protected static FloatBuffer floatBuffer(float[] coords) { |
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// Allocate a direct ByteBuffer, using 4 bytes per float, and copy coords into it.
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ByteBuffer bb = ByteBuffer.allocateDirect(coords.length * 4); |
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bb.order(ByteOrder.nativeOrder()); |
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FloatBuffer fb = bb.asFloatBuffer(); |
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fb.put(coords); |
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fb.position(0); |
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return fb; |
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} |
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} |
@ -0,0 +1,179 @@ |
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package com.otaliastudios.cameraview; |
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import android.opengl.GLES11Ext; |
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import android.opengl.GLES20; |
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import android.opengl.Matrix; |
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import android.util.Log; |
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import java.nio.FloatBuffer; |
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class GLViewport extends GLElement { |
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private final static CameraLogger LOG = CameraLogger.create(GLViewport.class.getSimpleName()); |
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// Simple vertex shader.
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private static final String SIMPLE_VERTEX_SHADER = |
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"uniform mat4 uMVPMatrix;\n" + |
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"uniform mat4 uTexMatrix;\n" + |
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"attribute vec4 aPosition;\n" + |
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"attribute vec4 aTextureCoord;\n" + |
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"varying vec2 vTextureCoord;\n" + |
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"void main() {\n" + |
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" gl_Position = uMVPMatrix * aPosition;\n" + |
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" vTextureCoord = (uTexMatrix * aTextureCoord).xy;\n" + |
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"}\n"; |
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// Simple fragment shader for use with external 2D textures
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// (e.g. what we get from SurfaceTexture).
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private static final String SIMPLE_FRAGMENT_SHADER = |
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"#extension GL_OES_EGL_image_external : require\n" + |
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"precision mediump float;\n" + |
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"varying vec2 vTextureCoord;\n" + |
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"uniform samplerExternalOES sTexture;\n" + |
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"void main() {\n" + |
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" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + |
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"}\n"; |
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// Stuff from Drawable2d.FULL_RECTANGLE
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// A full square, extending from -1 to +1 in both dimensions.
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// When the model/view/projection matrix is identity, this will exactly cover the viewport.
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private static final float FULL_RECTANGLE_COORDS[] = { |
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-1.0f, -1.0f, // 0 bottom left
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1.0f, -1.0f, // 1 bottom right
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-1.0f, 1.0f, // 2 top left
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1.0f, 1.0f, // 3 top right
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}; |
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// Stuff from Drawable2d.FULL_RECTANGLE
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// A full square, extending from -1 to +1 in both dimensions.
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private static final float FULL_RECTANGLE_TEX_COORDS[] = { |
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0.0f, 0.0f, // 0 bottom left
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1.0f, 0.0f, // 1 bottom right
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0.0f, 1.0f, // 2 top left
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1.0f, 1.0f // 3 top right
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}; |
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// Stuff from Drawable2d.FULL_RECTANGLE
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private FloatBuffer mVertexArray = floatBuffer(FULL_RECTANGLE_COORDS); |
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private FloatBuffer mTexCoordArray = floatBuffer(FULL_RECTANGLE_TEX_COORDS); |
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private int mVertexCount = FULL_RECTANGLE_COORDS.length / 2; |
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private final int mCoordsPerVertex = 2; |
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private final int mVertexStride = 8; |
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private final int mTexCoordStride = 8; |
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// Stuff from Texture2dProgram
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private int mProgramHandle; |
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private int mTextureTarget; |
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private int muMVPMatrixLoc; |
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private int muTexMatrixLoc; |
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private int maPositionLoc; |
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private int maTextureCoordLoc; |
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// private int muKernelLoc; // Used for filtering
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// private int muTexOffsetLoc; // Used for filtering
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// private int muColorAdjustLoc; // Used for filtering
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GLViewport() { |
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mTextureTarget = GLES11Ext.GL_TEXTURE_EXTERNAL_OES; |
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mProgramHandle = createProgram(SIMPLE_VERTEX_SHADER, SIMPLE_FRAGMENT_SHADER); |
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maPositionLoc = GLES20.glGetAttribLocation(mProgramHandle, "aPosition"); |
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checkLocation(maPositionLoc, "aPosition"); |
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maTextureCoordLoc = GLES20.glGetAttribLocation(mProgramHandle, "aTextureCoord"); |
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checkLocation(maTextureCoordLoc, "aTextureCoord"); |
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muMVPMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uMVPMatrix"); |
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checkLocation(muMVPMatrixLoc, "uMVPMatrix"); |
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muTexMatrixLoc = GLES20.glGetUniformLocation(mProgramHandle, "uTexMatrix"); |
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checkLocation(muTexMatrixLoc, "uTexMatrix"); |
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// Stuff from Drawable2d.FULL_RECTANGLE
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} |
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void release() { |
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GLES20.glDeleteProgram(mProgramHandle); |
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mProgramHandle = -1; |
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} |
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int createTexture() { |
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int[] textures = new int[1]; |
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GLES20.glGenTextures(1, textures, 0); |
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check("glGenTextures"); |
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int texId = textures[0]; |
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GLES20.glBindTexture(mTextureTarget, texId); |
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check("glBindTexture " + texId); |
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GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, |
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GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); |
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GLES20.glTexParameterf(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, |
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GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); |
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GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, |
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GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE); |
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GLES20.glTexParameteri(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, |
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GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE); |
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check("glTexParameter"); |
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return texId; |
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} |
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void drawFrame(int textureId, float[] texMatrix) { |
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drawFrame(textureId, texMatrix, |
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IDENTITY_MATRIX, mVertexArray, 0, |
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mVertexCount, mCoordsPerVertex, |
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mVertexStride, mTexCoordArray, |
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mTexCoordStride); |
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} |
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private void drawFrame(int textureId, float[] texMatrix, |
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float[] mvpMatrix, FloatBuffer vertexBuffer, int firstVertex, |
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int vertexCount, int coordsPerVertex, int vertexStride, |
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FloatBuffer texBuffer, int texStride) { |
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check("draw start"); |
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// Select the program.
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GLES20.glUseProgram(mProgramHandle); |
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check("glUseProgram"); |
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// Set the texture.
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GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
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GLES20.glBindTexture(mTextureTarget, textureId); |
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// Copy the model / view / projection matrix over.
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GLES20.glUniformMatrix4fv(muMVPMatrixLoc, 1, false, mvpMatrix, 0); |
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check("glUniformMatrix4fv"); |
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// Copy the texture transformation matrix over.
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GLES20.glUniformMatrix4fv(muTexMatrixLoc, 1, false, texMatrix, 0); |
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check("glUniformMatrix4fv"); |
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// Enable the "aPosition" vertex attribute.
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GLES20.glEnableVertexAttribArray(maPositionLoc); |
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check("glEnableVertexAttribArray"); |
||||||
|
|
||||||
|
// Connect vertexBuffer to "aPosition".
|
||||||
|
GLES20.glVertexAttribPointer(maPositionLoc, coordsPerVertex, |
||||||
|
GLES20.GL_FLOAT, false, vertexStride, vertexBuffer); |
||||||
|
check("glVertexAttribPointer"); |
||||||
|
|
||||||
|
// Enable the "aTextureCoord" vertex attribute.
|
||||||
|
GLES20.glEnableVertexAttribArray(maTextureCoordLoc); |
||||||
|
check("glEnableVertexAttribArray"); |
||||||
|
|
||||||
|
// Connect texBuffer to "aTextureCoord".
|
||||||
|
GLES20.glVertexAttribPointer(maTextureCoordLoc, 2, |
||||||
|
GLES20.GL_FLOAT, false, texStride, texBuffer); |
||||||
|
check("glVertexAttribPointer"); |
||||||
|
|
||||||
|
// Draw the rect.
|
||||||
|
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, firstVertex, vertexCount); |
||||||
|
check("glDrawArrays"); |
||||||
|
|
||||||
|
// Done -- disable vertex array, texture, and program.
|
||||||
|
GLES20.glDisableVertexAttribArray(maPositionLoc); |
||||||
|
GLES20.glDisableVertexAttribArray(maTextureCoordLoc); |
||||||
|
GLES20.glBindTexture(mTextureTarget, 0); |
||||||
|
GLES20.glUseProgram(0); |
||||||
|
} |
||||||
|
} |
Loading…
Reference in new issue